Size:
Medium
Type:
Elemental
Form:
Temper:
# App:
1, 2, 1d4 + 2
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The noble salamander makes two attacks: one with its spear and one with its tail.
Action
Spear
Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20 ft./60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage.
Action
Tail
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Special
1/day each
dispel magic, conjure elemental
Special
3/day each
burning hands, fireball, flaming sphere, wall of fire
Special
Heated Body
A creature that touches the noble salamander or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
Special
Heated Weapons
Any metal melee weapon the noble salamander wields deals an extra 10 (3d6) fire damage on a hit (included in the attack).
Special
Innate Spellcasting
The noble salamander's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The salamander can cast the following spells without requiring any material components.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Constrict|Heat|Vulnerability to|Cold
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Constrict|Heat|Vulnerability to|Cold
A salamander generates so much heat that its mere touch deals 1d4 additional fire damage. A salamander's metallic weapons also conduct this heat.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Iron Will
Action
Feat 3
Power Attack
Action
Feat 4
Skill Focus (Perception)
Action
Melee 1
spear +11/+6 (1d8+4/×3 plus 1d6 fire)
Action
Melee 2
tail slap +6 (2d6+1 plus 1d6 fire and grab)
Special
Heat (Ex)
A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Armor of Flames
The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save.
Ability
Attack of Opportunity
Ability
Constrict
1d8+4 bludgeoning plus 1d6 fire, DC 25
Offense
Melee
Circumstance: combat round (melee)
ranseur +18 [+13/+8] (disarm, magical, reach 10 feet), Damage 2d10+7 piercing
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
bleed
paralyzed
poison
sleep
Item
+1 ranseur
Language
Common
Ignan
Perception
darkvision
Weakness
cold 10